Game dynamics that support snacking, not feasting

Dmitry Alexandrovsky, Maximilian Achim Friehs, Max V. Birk, Rowan K. Yates, Regan L. Mandryk

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

18 Citations (Scopus)


Player experience research tends to focus on immersive games that draw us into a single play session for hours; however, for casual games played on mobile devices, a pattern of brief daily interaction—called snacking—may be most profitable for companies and most enjoyable for players. To inform the design of snacking games, we conducted a content analysis of game mechanics in successful commercial casual games known to foster this pattern. We identified five single-player game dynamics: Instant Rewards, Novelty, Mission Completion, Waiting, and Blocking. After situating them in theories of motivation, we developed a game in which game mechanics that foster each dynamic can be included individually, and conducted two studies to establish their relative efficacy in fostering the behavioural pattern of snacking, finding significant potential in Novelty and Waiting. Our work informs the design of games in which regular and brief interaction is desired.

Original languageEnglish
Title of host publicationCHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play
PublisherAssociation for Computing Machinery, Inc
Number of pages16
ISBN (Electronic)9781450366885
Publication statusPublished - 17 Oct 2019
Event6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019 - Barcelona, Spain
Duration: 22 Oct 201925 Oct 2019


Conference6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019
Internet address


Dive into the research topics of 'Game dynamics that support snacking, not feasting'. Together they form a unique fingerprint.

Cite this